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Bankler

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About Bankler

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  1. First, thanks a lot for a fantastic aircraft. This is like a dream come true for a Superbug enthusiast! <3 I have heard rumors that some mods cause random CTD:s related to some PhysX-issues (according to the .rpt-log). Same rumors says that using the newly released tools (http://dev.arma3.com/sitrep-00035) fix these problems. What is the status on this matter for this particular mod? It might shine through that I don't really know what I'm talking about, which is true. My gaming coop-group is pretty large (around 25 simultaneous players), so they are a little sensitive when it comes to start using new (possibly unstable) mods. Just trying to gather enough arguments to convince them to start using this great stuff!
  2. Problem is now solved. I finally worked it out. There were a couple of problems. 1. At one point, the generated mission file went file protected because I was running two clients on the same computer. This made the changes not reflect in the mp mission test and made me somewhat confused. Sorry for that... Dumb mistake. 2. In my triggers and my script, I assumed that both alpha_leader and bravo_leader would always exist. However, when I tested the mission in MP, sometimes I disabled all the AI and only picked one of the two leaders. When (in my trigger and my script) I tried to compare distances to an object that didn't exist, the trigger/script didn't work at all. When I did my tests, I sometimes had these two particular units selected and sometimes not, which led to the trigger work sometimes and sometimes not (and I didn't realize until now...). Solution: I added two "are you close to officer1?" triggers instead of one. One for each leader. I changed the script so it handles if one of the leaders was not chosen in the unit selection screen in the lobby, using the isnil thingy. The script isn't that elegant really, but gets the job done. ST_Dux, Giallustio, NGagedFX>> THANKS A LOT FOR YOU HELP! You totally pushed me in the right direction to discover my mistakes. :bounce3:
  3. Okay, I went back to the original. I changed the On Act on the trigger to: hint "trigger works"; The trigger works for me and the other client as well (ie the hint pops up for both of us). So the problem seems to be that the script doesn't get called for some reason. Because in the first row of the script I have hint "script is running"; and that never happens.
  4. Still no go. The trigger is activated when I walk up towards the officers. But the script doesn't run. Regardless of singleplayer or multiplayer.
  5. Thanks for the input! I appreciate it. But an isServer check here, could that possibly solve it? I mean, The script isn't running at all for anyone but the server, and I think this is the very problem here. If we make an isServer-check, we would REALLY make sure nobody but the server can trigger the join-event, wouldn't we? With that said, it's probably true that the problem is indeed related to something like this. But I don't know.
  6. Thanks, Giallustio. Unfortunately I didn't get it to work. Maybe I'm missing something. I removed my own trigger and and replaced my script with yours. I kept the units without changing anything. Now nothing at all happens when you walk up to them, not even if you're the host. I noticed "player distance officer1 < 3" in condition. Is "player" a reserved variable meaning "any player"? Or do I need to set "player" as the name for the unit? EDIT: "Or do I need to set "player" as the name for the unit?" ... Apparently, that was not even possible. ;)
  7. Disclaimer. First post. Apology if I haven't spent enough effort searching for the answer on my own. I tried though. I have problems with a script not running unless the player hosting the server triggers it. The goal is to have a group of four guys (officer1, officer2...) join the leader of group alpha or bravo, whoever gets within six meters of them. Along with this join, some other things happen, like task status updates and stuff, so I put it all in a script. Units: alpha_leader, bravo_leader, officer1, officer2, officer3, officer4. In alpha_leader and bravo_leader respectively I have this in the init field: alpha = group this; bravo = group this; Trigger: Activation: None Condition: (alpha_leader distance officer1 < 6) or (bravo_leader distance officer1 < 6) On Act: _Handle = player execVM "join.sqf"; join.sqf If the host is playing alpha or bravo leader, the four officers joins the group. If any other client tries, it seems the script is not running at all (the first hint line is not shown at least). I don't know if it's a syntax error or if I need to understand the whole server/client scripting issue better. I'd appreciate your help. Thanks in advance! //Bankler
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